It is really hard to get anyone to actually buy anything, much less take an action like joining your mailing list or discord. It is even more difficult when you are offering a game that is different, or a bit avant garde. The reason is they don’t know i
The 2nd installment of a 6-part series. Composer Winifred Phillips shares content from her GDC 2021 talk, "From Spyder to Sackboy: A Big Adventure in Interactive Music." This article explores more complex deployments of the horizontal resequencing model.
My thoughts on Library of Ruina, one of the most unique games released this year that most people have never heard of.
Learning how to spot pain points and areas to improve with approachability can be a tough skill to learn, and for today, I'm going to apply that to one of hte hardest games to nail down in this regard -- Dark Souls and soulslikes.
The Fear of Missing Out, or "FOMO", is one of the most effective monetization strategies, but in this post, I want to talk about how it causes problems for consumers and developers.
When it comes to planning and monitoring social media, your Steam page, and websites for discovery success, what tools should you use? We look at some potential lenses.